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It's probably some kind of character flaw on my part that a purely decorative suit of armor seems like it might be affordable, while I imagine that an actually-wearable suit of armor must be prohibitively expensive.

It's probably some kind of character flaw on my part that a purely decorative suit of armor seems like it might be affordable, while I imagine that an actually-wearable suit of armor must be prohibitively expensive.

I have a buddy who made a set of armor for himself in his spare time using his metalworking-work equipment, he got declared armorer specialist then and is making armor on request now

I'm honestly a bit perplexed on this one, and I've been following it since before it was Kickstarted. (Dan Vavra had a series of posts on Gamasutra about his attempts to attract funding, which were alternately depressing and ludicrously funny.) I've also played several of the alpha versions.

On the one hand, I like the line they're clearly trying to walk between simulation and game-mechanics. "No magical stuff" is a pretty rare stance to take for a fantasy combat game, but they're sticking to it.

On the other hand, the simulationism is obviously so good that I'm starting to be concerned I might bounce right off of the gameplay, as I did with the original Mount & Blade. (I know there were updates and follow-ons to M&B, but I never even tried them because the original was such a bad experience.)

Just how quickly will KC:D kill me? And how frequently? And are they going to do the BS console game thing of deliberately preventing me from saving and reloading whenever I want?

I remain satisfied that I backed this game. And I'm hopeful that I'll be able to enjoy it. And even if I can't, I'm glad others will; Warhorse's approach is one I'd like to see other developers follow.